Update root-level README and reorganize sources
In an effort to mitigate questions from new, inexperienced users on how to import data into Fight Club 5e, I rewrote and reorganized the root-level README file to include detailed instructions on how to compile their own compendiums using the sources found within this repository. Some existing data, such as how to create your own collection file, was moved into other READMEs under the Collections and Sources directories. I also took some liberty in reorganizing the directory structure of this repository and renamed some of the top-level directories. In my view, having sources under the "FightClub5eXML" folder didn't make a lot of sense, so I moved those sources into the top-level "Sources" folder. I made sure to update all of the collection files, along with the "travis.yml" config file, to properly point to the correct folders. Finally, while updating the "travis.yml" config file, I changed the output folder of those build compendiums to be under a top-level "Compendiums" folder. This folder is ignored by git.
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Sources/AcquisitionsIncorporated/backgrounds-ai.xml
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Sources/AcquisitionsIncorporated/backgrounds-ai.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<background>
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<name>Celebrity Adventurer's Scion</name>
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<proficiency>Perception, Performance</proficiency>
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<trait>
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<name>Description</name>
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<text>Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.
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You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.
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In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.
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• Skill Proficiencies: Perception, Performance
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• Tool Proficiencies: Disguise kit
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• Languages: Two of your choice
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• Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp.
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Source: Acquisitions Incorporated p. 48</text>
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</trait>
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<trait>
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<name>Feature: Name Dropping</name>
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<text>You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
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</text>
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</trait>
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<trait>
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<name>Suggested Characteristics</name>
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<text>Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.
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d8 | Personality Trait
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1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
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2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
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3 | Living up to my legacy will be difficult, but I'm going to do it.
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4 | I'm used to the very best in life, and that's a hard habit to break.
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5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
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6 | No one can fake a smile, a handshake, or an interested nod like I can.
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7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
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8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff.
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d6 | Ideal
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1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)
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2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)
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3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
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4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)
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5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
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6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)
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d6 | Bond
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1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
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2 | I consider every member of my parent's former adventuring party to be family.
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3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
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4 | My parent once brought a cursed magic item home. It is my obsession.
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5 | My childhood home holds all my best memories, and its upkeep is my primary concern.
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6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me.
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d6 | Flaw
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1 | You don't know what I'm going through. You never can.
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2 | You. Fetch my cloak. And maybe rub my feet for a while.
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3 | My comrades are brave, but I must defeat this threat alone to prove my worth.
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4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
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5 | My best days are behind me. Ahead lies only toil, pain, and death.
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6 | You have to look out for yourself. No one else will.
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</text>
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</trait>
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</background>
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<background>
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<name>Failed Merchant</name>
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<proficiency>Investigation, Persuasion</proficiency>
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<trait>
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<name>Description</name>
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<text>Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.
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With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future.
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• Skill Proficiencies: Investigation, Persuasion
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• Tool Proficiencies: One type of artisan's tools
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• Languages: Any one of your choice
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• Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp
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Source: Acquisitions Incorporated p. 49</text>
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</trait>
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<trait>
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<name>Feature: Supply Chain</name>
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<text>From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
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</text>
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</trait>
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<trait>
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<name>Suggested Characteristics</name>
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<text>Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?
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d8 | Personality Trait
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1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.
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2 | Even my competitors said I was affable and talented. Those traits should serve me well.
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3 | To prosper, you have to be in control.
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4 | The customer is always right.
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5 | I was cutting corners and breaking deals to maximize profit. That's why I failed.
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6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea.
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7 | If I can be everyone's friend, I'll always have support.
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8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.
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d6 | Ideal
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1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)
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2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)
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3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)
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4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)
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5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)
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6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)
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d6 | Bond
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1 | My family means everything to me. I failed them before, and I must not do so again.
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2 | My church provides a connection to my god, so I must ensure that it is protected and funded.
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3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.
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4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
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5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.
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6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.
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d6 | Flaw
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1 | Why spend gold here when you can buy the same thing for copper in the next town?
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2 | I must have the best of everything. Like, right now.
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3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding.
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4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.
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5 | I find that most people are trustworthy. Hey, where's my belt pouch?
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6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.
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</text>
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</trait>
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</background>
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<background>
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<name>Gambler</name>
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<proficiency>Deception, Insight</proficiency>
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<trait>
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<name>Description</name>
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<text>All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet.
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• Skill Proficiencies: Deception, Insight
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• Tool Proficiencies: One gaming set
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• Languages: Any one of your choice
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• Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
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Source: Acquisitions Incorporated p. 49</text>
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</trait>
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<trait>
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<name>Feature: Never Tell Me the Odds</name>
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<text>Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
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</text>
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</trait>
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<trait>
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<name>Suggested Characteristics</name>
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<text>Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.
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d8 | Personality Trait
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1 | I plan for every contingency. Leave nothing to chance!
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2 | Every copper wants to be a silver. Each bet is an opportunity.
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3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed.
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4 | I've lost so much to gambling that I refuse to spend money on anything anymore.
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5 | Nothing is certain. Planning is a coward's act.
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6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.
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7 | The perfect bet is out there somewhere. I just have to keep my eyes open.
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8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.
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d6 | Ideal
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1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
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2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)
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3 | Bravery. If you want to succeed, you have to take risks. (Chaotic)
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4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)
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5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
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6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)
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d6 | Bond
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1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.
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2 | I'm loyal to the friend or family member who taught me how to gamble.
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3 | The person who saved me from my gambling addiction is the only reason I'm alive today.
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4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.
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5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.
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6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.
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d6 | Flaw
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1 | I don't know when to quit. Especially when everyone else is telling me to.
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2 | I save my sympathy for my friends, and I have no friends.
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3 | You think we're in trouble now? Let me tell you how bad things are likely to get!
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4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.
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5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself.
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6 | I'm a great gambler. I'm just bad at math and logic.
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</text>
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</trait>
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</background>
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<background>
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<name>Plaintiff</name>
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<proficiency>Medicine, Persuasion</proficiency>
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<trait>
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<name>Description</name>
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<text>Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.
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You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!
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With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results.
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• Skill Proficiencies: Medicine, Persuasion
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• Tool Proficiencies: One type of artisan's tools
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• Languages: Any one of your choice
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• Equipment: One set of artisan's tools, fine clothes, 20 gp
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Source: Acquisitions Incorporated p. 50</text>
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</trait>
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<trait>
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<name>Feature: Legalese</name>
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<text>Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.
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</text>
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</trait>
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<trait>
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<name>Suggested Characteristics</name>
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<text>Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.
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d8 | Personality Trait
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1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!
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2 | I've been wronged my entire life, and the world owes me.
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3 | I have always tried to make the best of a bad situation.
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4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right.
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5 | I'm always in the wrong place at the wrong time.
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6 | My superiors are smarter and wiser than I am. I do what I'm told.
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7 | Never pass up the opportunity to make an easy bit of coin. That's my motto.
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8 | I'm beginning to feel like the gods are not on my side.
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d6 | Ideal
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1 | Justice. Those who break the law need to answer for their crimes. (Lawful)
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2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)
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3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)
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4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)
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5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)
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6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)
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d6 | Bond
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1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of.
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2 | The rulers of this place were kind to me, and they have my lifelong devotion.
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3 | My parents worry about me, but I'll make them proud.
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4 | The only bond that matters is the one holding my money pouch to my belt.
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5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs.
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6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.
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||||
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d6 | Flaw
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1 | The person who gains the most reward for the least effort wins.
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2 | Three magic beans for just one cow? What a deal!
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||||
3 | I have only one vice, but it controls my life.
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||||
4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead.
|
||||
5 | Until my songs are sung in every tavern in this realm, I won't be satisfied.
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||||
6 | If people find me unpleasant, that's their problem.
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||||
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||||
</text>
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||||
</trait>
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||||
</background>
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||||
<background>
|
||||
<name>Rival Intern</name>
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||||
<proficiency>History, Investigation</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?
|
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Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use.
|
||||
• Skill Proficiencies: History, Investigation
|
||||
• Tool Proficiencies: One type of artisan's tools
|
||||
• Languages: Any one of your choice
|
||||
• Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp
|
||||
Source: Acquisitions Incorporated p. 51</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Inside Informant</name>
|
||||
<text>You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).
|
||||
d8 | Personality Trait
|
||||
1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect.
|
||||
2 | The job is important, but the relationships I forge with my coworkers are even more so.
|
||||
3 | The job is everything to me. Who needs relaxation, hobbies, and a social life?
|
||||
4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything.
|
||||
5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences.
|
||||
6 | This company is so much better than my previous one. It will always be the best until they stop paying me.
|
||||
7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor.
|
||||
8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)
|
||||
2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)
|
||||
3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)
|
||||
4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)
|
||||
5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)
|
||||
6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I have a family member in need. I consider them in everything I do.
|
||||
2 | My peers keep me grounded.
|
||||
3 | My past mistakes cost someone else dearly. I have to rectify that.
|
||||
4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way.
|
||||
5 | I value an oath of loyalty I took to a group of friends over everything else in my life.
|
||||
6 | Although I don't get along well with people, my pet means the world to me.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I know what's best. Trust me.
|
||||
2 | Flaw? I have no flaws. I'm perfect.
|
||||
3 | My loyalties are... fluid.
|
||||
4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail.
|
||||
5 | There's right and there's wrong, and there's no gray area in between.
|
||||
6 | Our superiors might not like what you're doing. I'm going to have to put that in my report.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
1288
Sources/AcquisitionsIncorporated/bestiary-ai.xml
Executable file
1288
Sources/AcquisitionsIncorporated/bestiary-ai.xml
Executable file
File diff suppressed because it is too large
Load Diff
464
Sources/AcquisitionsIncorporated/items-ai.xml
Normal file
464
Sources/AcquisitionsIncorporated/items-ai.xml
Normal file
@@ -0,0 +1,464 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Cartographer's Map Case</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Map of Shortcuts: At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
|
||||
Map of the Moment: Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.
|
||||
Possible Map Mission Landmarks
|
||||
d8 | Landmark
|
||||
1 | The Ancient Sarcophagus of Gerald Smith
|
||||
2 | A tree labeled "This tree"
|
||||
3 | "The Last Resting Place of My Rich Brother that is Also a Bear Cave"
|
||||
4 | A range of peaks known as the Slightly Wobbly Spires
|
||||
5 | An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere
|
||||
6 | A cave filled with screaming bioluminescent worms
|
||||
7 | The most haunted forest for ten miles in any direction
|
||||
8 | A huge pile of rocks with no other rocks within sight
|
||||
Source: Acquisitions Incorporated p. 20</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Chronolometer</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.
|
||||
Time Bandit: At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
|
||||
Fate Swap: As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 220</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Coin of Decisionry</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face. Roll a d4 on the following table to determine the message.
|
||||
d4 | Decision
|
||||
1 | Lucrative
|
||||
2 | Brand Appeal
|
||||
3 | Indeterminate
|
||||
4 | Ruinous
|
||||
The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
|
||||
Better Odds: When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 22</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dimensional Loop</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
|
||||
Dimensional Cloak: As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
|
||||
Fold Space: Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 220</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Documancy Satchel</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office.
|
||||
Satchel of Holding: At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a bag of holding.
|
||||
Additionally, you can use an action to draw forth from the documancy satchel a spell scroll of comprehend languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn.
|
||||
Scroll Humidor: At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scroll. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action.
|
||||
Source: Acquisitions Incorporated p. 24</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Elder Cartographer's Glossography</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
|
||||
Source: Acquisitions Incorporated p. 20</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Failed Experiment Wand</name>
|
||||
<detail></detail>
|
||||
<type>WD</type>
|
||||
<weight>1</weight>
|
||||
<property></property>
|
||||
<text>This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed fireball or a blue lightning bolt at random from it (save DC 15).
|
||||
For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
|
||||
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
|
||||
Source: Acquisitions Incorporated p. 162</text>
|
||||
<roll>1d6+1</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Far Gear</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
|
||||
Aberrant Ally: You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn.
|
||||
Unnatural Bane: You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Living Loot Satchel</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles.
|
||||
Class-Based Living Loot Satchel
|
||||
Class | Satchel
|
||||
Barbarian | Broad belt with a dozen hanging pockets
|
||||
Bard | Lute case
|
||||
Cleric | Hollowed-out holy tome
|
||||
Druid | Made from natural, organic, locally sourced woven fibers
|
||||
Fighter | A thick, battle-scarred iron lockbox
|
||||
Paladin | A metal case with fine engraving and scrollwork
|
||||
Ranger | A fur-lined bindle
|
||||
Rogue | A nondescript coin pouch
|
||||
Sorcerer | A battered leather satchel, prone to spitting out multicolored sparks at the seams
|
||||
Warlock | A patchwork monster-leather satchel with a "purely decorative" fanged mouth.
|
||||
Wizard | A pocket dimension hidden up your sleeve or inside your hat
|
||||
The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
|
||||
Secret Satchel: As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end.
|
||||
That Thing You Need: At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.
|
||||
Portable Hole Satchel: At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel.
|
||||
That Expensive Thing You Need: Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole.
|
||||
Source: Acquisitions Incorporated p. 25</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Obviator's Lenses</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn.
|
||||
Enhanced Lenses: At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
|
||||
Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 30</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Occultant Abacus</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.
|
||||
Read the Kill: Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.
|
||||
d6 | Reading
|
||||
1 | Using a tiny bellows to pump one last breath into a corpse.
|
||||
2 | Reading the entrails with special reading-the-entrails glasses.
|
||||
3 | Burning a small piece of the body and looking for shapes in the smoke.
|
||||
4 | A cautious, reasoned, professional guesstimate.
|
||||
5 | Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe.
|
||||
6 | You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately.
|
||||
Eldritch Occultant: Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn.
|
||||
Bring Out Your Dead: Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest.
|
||||
Bead of Instant Karma: At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
|
||||
Bead of Diverted Karma: At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
|
||||
Correct the Balance: As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.
|
||||
If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later.
|
||||
Source: Acquisitions Incorporated p. 31</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orrery of the Wanderer</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
|
||||
The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
|
||||
To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time.
|
||||
Random Properties. The orrery has the following randomly determined properties:
|
||||
• 2 minor beneficial properties
|
||||
• 1 major beneficial property
|
||||
• 1 major detrimental properties
|
||||
The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.
|
||||
The Sum of Its Parts: Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right:
|
||||
• The chronolometer
|
||||
• The dimensional loop
|
||||
• The far gear
|
||||
• The rotor of return
|
||||
• The timepiece of travel
|
||||
• The wheel of stars
|
||||
Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to.
|
||||
While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Future Echoes: With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.
|
||||
Into the Void: With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
|
||||
Master of Travel: While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
|
||||
Source: Acquisitions Incorporated p. 220</text>
|
||||
<roll>1d4+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Piercer</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>F,L</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see "The Environment" in chapter 8 of the Player's Handbook.)
|
||||
Source: Acquisitions Incorporated p. 121</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Portfolio Keeper</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme.
|
||||
When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.
|
||||
Cards of Sending: At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
|
||||
You can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
|
||||
Charming Introduction: Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card.
|
||||
Source: Acquisitions Incorporated p. 33</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Rotor of Return</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.
|
||||
Borrow Object: You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, "Equipment," of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn.
|
||||
Recall Code: As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sending Stone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn.
|
||||
Making contact with another secretarian assumes that they are in possession of their own sending stone.
|
||||
Quirks of Your Sending Stone
|
||||
d8 | quirk
|
||||
1 | It's a flip stone.
|
||||
2 | It gets great reception everywhere except in your headquarters.
|
||||
3 | It sometimes picks up other magical conversations.
|
||||
4 | It's the perfect size, shape, and weight to be used as a skipping stone.
|
||||
5 | It heats up when you use it, to the extent that it once burned through your gloves.
|
||||
6 | It has an obnoxious ringtone that you can't work out how to change.
|
||||
7 | It fails to notify you of incoming messages except for a faint pulsating glow.
|
||||
8 | It's voice activated, so that every time you talk to someone, it tries to send a message to someone else.
|
||||
Rumor Mill: Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts.
|
||||
Improved Rumor Mill: At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.
|
||||
Source: Acquisitions Incorporated p. 33</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spyglass of Clairvoyance</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 19</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Timepiece of Travel</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
|
||||
Turn-by-Turn Directions: You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
|
||||
The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
|
||||
Get Away From It All: As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Travel Alchemical Kit</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade.
|
||||
You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
|
||||
Source: Acquisitions Incorporated p. 30</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Trinket (Acquisitions Incorporated)</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Worried that you're going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acquisitions Incorporated Trinkets table instead of the Trinket, to gain a unique trinket at character creation with a bit of Acq Inc flair.
|
||||
Acquisitions Incorporated Trinkets
|
||||
d100 | Trinket
|
||||
1 | A perfect skipping stone
|
||||
2 | Three weighted dice that always roll low
|
||||
3 | A locket with a picture of Jim Darkmagic
|
||||
4 | A tiny anvil and smith's hammer
|
||||
5 | A nonfunctional immovable rod
|
||||
6 | A DIY acupuncture kit
|
||||
7 | A stuffed owlbear toy
|
||||
8 | A diagram for a new war lute
|
||||
9 | A declaration of war against a nation no one has ever heard of
|
||||
10 | A pipe that emits green smoke
|
||||
11 | A glass eye
|
||||
12 | The centerpiece of a priceless chandelier
|
||||
13 | A fine cane with a secret compartment
|
||||
14 | A letter written by Rosie Beestinger
|
||||
15 | A coin that always lands on its edge
|
||||
16 | The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find
|
||||
17 | A menu from Big Daddy Donaar's Yum Yum Hut
|
||||
18 | A small purse that screams loudly when opened
|
||||
19 | A deep-crow-feather quill
|
||||
20 | A pair of breeches that always smells faintly of honey
|
||||
21 | A one-armed Viari doll (Apocalypse Dagger accessory missing)
|
||||
22 | A leather pouch filled with various finger bones of unknown provenance
|
||||
23 | The collar of your childhood pet, Nutmeg
|
||||
24 | A seashell that, when pressed to the ear, speaks in flowing rhymes
|
||||
25 | A recipe book for cooking with mushrooms
|
||||
26 | One expired coupon for "A Free Cornerstone"
|
||||
27 | A portable beehive
|
||||
28 | Goggles that literally tint everything rose colored
|
||||
29 | A wand of wonder that allows you to cast only mending
|
||||
30 | A bracelet woven from mistletoe
|
||||
31 | A curved claw from an unknown beast that small children are always frightened of
|
||||
32 | A longsword that can be folded down in 1 minute and hidden in your pocket
|
||||
33 | A living graft of what you believe to be the World Tree
|
||||
34 | A tattered scarf with the Acquisitions Incorporated logo
|
||||
35 | A box containing a torn-up letter
|
||||
36 | An old contract marked "Void"
|
||||
37 | A small pigeon in a cage
|
||||
38 | An Acquisitions Incorporated "Green Flame" foam finger
|
||||
39 | A "C" Team lunchbox
|
||||
40 | A potted plant that grows different fruit on every branch
|
||||
41 | A book of adventures for children
|
||||
42 | An Omin action figure with detachable maul and holy symbol
|
||||
43 | A pint glass engraved with a picture of a keg robot
|
||||
44 | A giant hockey puck
|
||||
45 | A miniature cannon that actually fires
|
||||
46 | A very fancy red scarf and matching handkerchief
|
||||
47 | An arrow once shot by Môrgæn
|
||||
48 | A purple worm toy
|
||||
49 | A burned doll whose eyes follow you around the room
|
||||
50 | An infinite inkwell
|
||||
51 | A band embroidered with the symbol of the Six
|
||||
52 | A squishy cactus
|
||||
53 | A velvet blindfold
|
||||
54 | A dirty figurine of a triceratops that can't be cleaned
|
||||
55 | A used (and thus nonmagical) noble knife from the Noble Knife
|
||||
56 | A quill that rotates through all the colors of the rainbow
|
||||
57 | A twenty-sided die that only rolls the number 4
|
||||
58 | A pointed hat that glows in the dark
|
||||
59 | A cup that hums when filled with water
|
||||
60 | A mug fashioned from the skull of someone else's enemy
|
||||
61 | A small glass jar containing an immortal firefly
|
||||
62 | A fake mustache made from gnome facial hair
|
||||
63 | A petrified troll finger
|
||||
64 | Half of a map
|
||||
65 | The other half of a map
|
||||
66 | An unreasonable amount of pocket lint
|
||||
67 | A dozen flyers for a local gnome food place
|
||||
68 | Omin Dran's business card
|
||||
69 | A lock of hair from a changeling
|
||||
70 | A marble that rolls uphill
|
||||
71 | A piece of parchment listing a command word for a powerful magic item
|
||||
72 | A book titled Conversational Giant
|
||||
73 | A user's manual for an apparatus of Kwalish
|
||||
74 | A signed headshot of famous bard Spice Caraway
|
||||
75 | The eye of a basilisk in a crystal box
|
||||
76 | A postcard from Ravnica
|
||||
77 | A stamp collection
|
||||
78 | A small piece of solidified smoke
|
||||
79 | A six-sided die that sometimes rolls a seven
|
||||
80 | A left-hand gauntlet
|
||||
81 | A music box that plays nursery rhymes
|
||||
82 | A locket that's bigger on the outside than the inside
|
||||
83 | A potted plant that grows hair instead of leaves
|
||||
84 | A collection of teeth
|
||||
85 | A coin whose minting date always shows three years in the future
|
||||
86 | A green drinking horn taken from a very large bull
|
||||
87 | A small book containing pressed and dried botanical samples
|
||||
88 | A hatched chimera egg
|
||||
89 | A slightly used red bandit mask
|
||||
90 | A tiny stirge encased in amber
|
||||
91 | A large bottle of Red Larch Ale that can't be opened
|
||||
92 | A cane topped with a stylized golden bulldog
|
||||
93 | A note in your own hand that you don't remember writing
|
||||
94 | A sprig of herbs from your family's garden
|
||||
95 | A tankard stolen from the Dran & Courtier
|
||||
96 | A small, severed tentacle preserved in alcohol
|
||||
97 | A walnut with a face drawn on it
|
||||
98 | A small flask of liquid from the Lake of Radiant Mists
|
||||
99 | An ice cube that never melts
|
||||
00 | An expertly carved sword hilt with the blade snapped cleanly off
|
||||
Source: Acquisitions Incorporated p. 222</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Voting Kit</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.
|
||||
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 22</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wheel of Stars</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
|
||||
Portent of the Stars: As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.
|
||||
Alter Gravity: As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 222</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Whisper Jar</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.
|
||||
Things Recorded in Your Whisper Jar
|
||||
d8 | Recording
|
||||
1 | A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof
|
||||
2 | The life's work of the loremonger who owned the jar before you
|
||||
3 | Every courageous thought you've ever had, to cover for how scared you are most of the time
|
||||
4 | Everything, because everyone else around you will eat their words one day!
|
||||
5 | The top seven places to eat fried rat skewers in every settlement you've ever visited
|
||||
6 | The entire family tree of every royal line, extant or lost, in Faerûn
|
||||
7 | A moment-by-moment review of your favorite Jim Darkmagic stage performance
|
||||
8 | The sound of raucous applause, which you play back liberally
|
||||
Whispered Encyclopedia: At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn.
|
||||
Whispered Warnings: Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn.
|
||||
Whispered Arcana: Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 27</text>
|
||||
</item>
|
||||
</compendium>
|
||||
55
Sources/AcquisitionsIncorporated/races-ai.xml
Normal file
55
Sources/AcquisitionsIncorporated/races-ai.xml
Normal file
@@ -0,0 +1,55 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<race>
|
||||
<name>Verdan</name>
|
||||
<size>M</size>
|
||||
<speed>30</speed>
|
||||
<ability>Con 1, Cha 2</ability>
|
||||
<proficiency>Persuasion</proficiency>
|
||||
<spellAbility></spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Acquisitions Incorporated p. 72</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Age</name>
|
||||
<text>Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Alignment</name>
|
||||
<text>Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Size</name>
|
||||
<text>Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Black Blood Healing</name>
|
||||
<text>The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Limited Telepathy</name>
|
||||
<text>You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Persuasive</name>
|
||||
<text>Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Telepathic Insight</name>
|
||||
<text>Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Language</name>
|
||||
<text>You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
</compendium>
|
||||
114
Sources/AcquisitionsIncorporated/spells-ai.xml
Normal file
114
Sources/AcquisitionsIncorporated/spells-ai.xml
Normal file
@@ -0,0 +1,114 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Distort Value</name>
|
||||
<classes>Bard, Sorcerer, Wizard, Warlock</classes>
|
||||
<level>1</level>
|
||||
<school>I</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 minute</time>
|
||||
<range>Touch</range>
|
||||
<components>V</components>
|
||||
<duration>8 hours</duration>
|
||||
<text>Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
|
||||
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
|
||||
Source: Acquisitions Incorporated p. 75</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fast Friends</name>
|
||||
<classes>Bard, Cleric, Wizard</classes>
|
||||
<level>3</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>30 feet</range>
|
||||
<components>V</components>
|
||||
<duration>Concentration, up to 1 hour</duration>
|
||||
<text>When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
|
||||
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
|
||||
When the spell ends, the creature knows it was charmed by you.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
|
||||
Source: Acquisitions Incorporated p. 75</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gift of Gab</name>
|
||||
<classes>Bard, Wizard</classes>
|
||||
<level>2</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 reaction</time>
|
||||
<range>Self</range>
|
||||
<components>V, S, R</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<text>When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.
|
||||
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.
|
||||
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
|
||||
Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Incite Greed</name>
|
||||
<classes>Cleric, Wizard, Warlock</classes>
|
||||
<level>3</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>30 feet</range>
|
||||
<components>V, S, M (a gem worth at least 50 gp)</components>
|
||||
<duration>Concentration, up to 1 minute</duration>
|
||||
<text>When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
|
||||
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
|
||||
Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Jim's Glowing Coin</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>2</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>60 feet</range>
|
||||
<components>S, M (a coin), R</components>
|
||||
<duration>1 minute</duration>
|
||||
<text>Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
|
||||
Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Jim's Magic Missile</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>1</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>120 feet</range>
|
||||
<components>V, S, R</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<text>Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
|
||||
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
|
||||
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
|
||||
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.
|
||||
Source: Acquisitions Incorporated p. 76</text>
|
||||
<roll>2d4</roll>
|
||||
<roll>5d4</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Motivational Speech</name>
|
||||
<classes>Bard, Cleric</classes>
|
||||
<level>3</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 minute</time>
|
||||
<range>60 feet</range>
|
||||
<components>V</components>
|
||||
<duration>1 hour</duration>
|
||||
<text>I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
|
||||
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
|
||||
Source: Acquisitions Incorporated p. 77</text>
|
||||
</spell>
|
||||
</compendium>
|
||||
166
Sources/AcquisitionsIncorporated/vehicles-ai.xml
Normal file
166
Sources/AcquisitionsIncorporated/vehicles-ai.xml
Normal file
@@ -0,0 +1,166 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Battle Balloon</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (80 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>500</hp>
|
||||
<speed>9 miles per hour (216 miles per day)</speed>
|
||||
<str>18</str>
|
||||
<dex>17</dex>
|
||||
<con>20</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>500</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 500 (damage threshold 15)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 18</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of the ship's propeller, with one 90-degree turn. If the helm is destroyed, the ship can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Balloon</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 75</text>
|
||||
<text>If its balloon is destroyed, a battle balloon cannot maintain altitude.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Propeller</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.</text>
|
||||
<text>• Fire Ballista. The battle balloon can fire its harpoon guns.</text>
|
||||
<text>• Fire Green Flame Arbalester. The battle balloon can fire its green flame arbalester.</text>
|
||||
<text>• Move. The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage.</text>
|
||||
<attack>||1d10</attack>
|
||||
<text>• Harpoon Haul. The battle balloon can pull each target grappled by it up to 30 feet toward the battle balloon.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Green Flame Arbalester</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 75</text>
|
||||
<text>Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it) one target. 16 (3d10) piercing damage and 22 (4d10) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 (1d10) piercing damage and 5 (1d10) fire damage on a failed save.</text>
|
||||
<attack>Weapons:|+8|3d10</attack>
|
||||
<attack>Weapons:||1d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Harpoon Gun (3)</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 50 each</text>
|
||||
<text>Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. While it has one or more targets grappled with its harpoon gun attack, the battle balloon's speed is not halved.</text>
|
||||
<attack>Weapons:|+8|2d10</attack>
|
||||
</action>
|
||||
<description>Through the winter clouds that surround the castle on this desolate hill, you see a shape emerge. Something so gigantic, you can't believe it can actually fly.
|
||||
Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce—and in combat—makes the company-standard battle balloon a much-coveted upgrade for any franchise.
|
||||
Origins and Operations. Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known for its high-profile aerial escapades. It's certain that neither the mages of Halruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots, or used one to squash a tyrannosaurus flat.
|
||||
The Hard Cloud.
|
||||
------
|
||||
The Hard Cloud is Acquisitions Incorporated's company flagship, and as such, bears special note. The great battle balloon bristles with armaments, including a vicious dragon-slaying spear at the fore that has seen use more than once. The Hard Cloud is a veteran of numerous combat operations, and it has so far come out in one piece. Beyond the tales told of the vessel's exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions Incorporated, including Omin Dran himself? Does the mess, in fact, employ a terrifying ghostly chef? The answers lie below decks, where few have had the opportunity to learn the truth.
|
||||
------
|
||||
Flying Battle Vehicle. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship's captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the ship allow a battle balloon to land on the ground.
|
||||
Options and Armaments. Each franchise or organization customizes the offensive capability of its airships, but most battle balloons feature multiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-to-ship and crew-to-crew fighting.
|
||||
Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment—different siege weapons, lifting and cargo gear, and so forth—to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit.
|
||||
Vehicle Rules.
|
||||
------
|
||||
Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle's Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle.
|
||||
------
|
||||
Mobile Franchise Headquarters. A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad.
|
||||
Source: Acquisitions Incorporated p. 218</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Mechanical Beholder</name>
|
||||
<size>H</size>
|
||||
<type>vehicle (15 ft. x 15 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>18</ac>
|
||||
<hp>200</hp>
|
||||
<speed>3 miles per hour (72 miles per day)</speed>
|
||||
<str>18</str>
|
||||
<dex>12</dex>
|
||||
<con>18</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>200</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 18</text>
|
||||
<text>Hit Points: 200 (damage threshold 10)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 16</text>
|
||||
<text>Hit Points: 25</text>
|
||||
<text>Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Magical Propulsion Unit</text>
|
||||
<text>Armor Class: 16</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.</text>
|
||||
<text>• Eye Rays. The mechanical beholder can use its eye ray tentacles.</text>
|
||||
<text>• Move. The mechanical beholder can use its helm to move using its magical propulsion unit.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Eye Ray Tentacles (6)</text>
|
||||
<text>Armor Class: 14</text>
|
||||
<text>Hit Points: 50 each</text>
|
||||
<text>g The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it.</text>
|
||||
<text>• Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.</text>
|
||||
<attack>Weapons:||4d8</attack>
|
||||
<text>• Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<attack>Weapons:||4d8</attack>
|
||||
<text>• Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
</action>
|
||||
<description>When you hear the mechanical beholder click to life, it sounds like death itself snapping its fingers.
|
||||
A mechanical beholder takes the form of an oversized eye tyrant whose central eye is a viewport window. Part conveyance, part laboratory, and part siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commands—though not always accurately.
|
||||
Equipment and Options. The mechanical beholder can be outfitted with a variety of sensors, probes, and gauges, allowing for functions as varied as determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it.
|
||||
Source: Acquisitions Incorporated p. 219</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
Reference in New Issue
Block a user